Jump to content

View more

Image of the Day

Adding some finishing touches...
Follow us for more
#screenshotsaturday #indiedev... by #MakeGoodGames https://t.co/Otbwywbm3a
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

Will compute shaders take over completely?

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
1 reply to this topic

#1 mrheisenberg   Members   

360

Posted 21 January 2013 - 06:33 PM

Since you can use it for just about anything,including writing to the framebuffer directly,I imagine in the future people will be making their custom rasterizers/(or some sort of voxel graphics) directly in the compute shader and also animations,vertex transformations and pretty much everything?I think in some paper a guy from Epic wrote something like that



#2 MaxDZ8   Members   

Posted 23 January 2013 - 02:30 AM

The abstractions in pixel shading processing are very convenient. I don't think rasterization will go away any time soon. AAA projects might likely do whole renderers from scratch but who knows what will happen in the low end. The user does not really care, and compute is not so good on portables (when it's there, in the first place).

Personally I hope the current pipeline stays there, at least at logical level, for at least another 10 years.


Previously "Krohm"





Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.